Alrighty... might as well as try something here. I've been humming and harr'ing about this for a few days, I'm a touch unsure how this shall be recieved, but alas I'm just throwing this out now. So please read, enjoy and post your comments, joining up would be even better.

===============================================
STORY:
1950's, pre modern Earth. It was a bustling realm, but with war still relatively fresh in the minds of Humanity. Imagine that, one day, such a sprawling species just... went. Vanished, became exctinct for all intents and purposes.

You see, radiation and magicka freely mixed and have saturated the known lands for long enough to become significant background energy - massive concentrations built up in the world's drinking water and other bodies of liquid that evaded any attempts to detected it. This background energy was dorment, until as a result of a nuclear war or magical experimentation gone wrong is unknown - it's too late to find eye-witnesses that are pure human now; mentally or physically.

The 'Incident' accelerated the bio-organisims evelutionariy rate to a dangeriously and untilimately fateful kind. Within the year communications was disrupted as massive concentrations within the most powerful powerplants erupted, spreading only god knew what over the world, the only evidence left behind after the forthcoming times that were blown out nuclear powerstations. Several generations have passed, long enough for Mother Nature to reclaim vast swathes of deforested land, the streets of the empty concrete jungles and create new groves.

Monsters, anthromorphs and former humans of all kinds have begun to creep into previously human settlements, cities, towns - in short, what would amount to the world of fantasy is picking up from where non-fiction effectively ended.

And what are these strange creatures left with? About fifty to a hundred years later? One could say the forced bio-evolution 'virus' removed meaning from time.

There are tribes, raiders, cannibals, mutants, all sorts. Generally most societies are less developed than the technology left behind. Soon enough, small groups formed that began to claim territory. Clashes over such areas were natural, after all might be a surreal re-enactment of how humans came to power... with vastly different circumstances. Some are well-developed, nearly human-like societies, whereas the worst can be the aggressive alpha-led packs of in-humans roving the cityscape and lands. Survival of the fittest has allowed these creatures, over the course of several more generations to grow in numbers and adapt to the surreal Earth.

We come to focus on a small settlement inside South Africa, Johannesburg[1][2], has been established in a small shopping mall[1][2] that has since been stripped and re-arranged, with functions on the first floor and residencies on the second. Some 'checkpoints', informal functions set up in a few buildings or groups of defended outhouses/tents to help occasionally make supply runs to loot as well as trade with any friendly clans.

===============================================
RULES:
- I’d advise that you have some experience in role-playing as well as a mature mind-set due to the story situation and possible content. Also although this is free-form, face-value and somewhat informal story, I’d like any requests I make to you be respected and followed.

- The story is mostly focused on society, survival and a touch of surreal, twisted-fantasy horror. Thus it won’t be a fast action-war role-play so keep this in mind and be mature enough to follow what everyone does. Not everyone is a warrior, there are a plethora of roles, from bartenders to mechanics, technicians, supply runners and scavenger team members/camp guards.

- Use the coded character creation 'sheet' as provided please. Pure and close-to Human forms are now impossible. I don’t expect monsters with pointless mutations, since the incident was a kick-start to rapid, logical-based mutation far beyond the typical body’s ability to alter. I would prefer humanoid characters, that are a little stronger than pre-incident humans with higher radiation resistance. The character must be balanced and posses as many or more weaknesses for his/her strengths.

- Originality, I cannot stress how much anybody would hate cliché groups, species and plagiarized concepts such as Avatar-based characters way outside of the Avatar canon, or other cartoon/films. Create concepts as original and interesting as possible. You can use elements of established ideas, but twist them well.

- Technology is free to grab but keep in mind that the majority of complex, pre-‘incident’ electrical technology, such as vehicles or computers will have rusted, run out of fuel or become damaged by humanoids or plant matter. The mall's got a back-up generator working that's been altered and jury-rigged for any expansion. Weapons and stuff from bows and arrows to civilian-accessible weaponry is fine, but Military equipment is a long-stretch to aquire of any type. Ammo is not scarce, but it’s not easy to find, bullets are being manufactured in the Mall’s gun shop, but not enough to gear up an army.

- Foes and whatnot, they are around but let's not have wave after wave of ninja fish-people assaulting the settlement? I'll probably be controlling group 'AI' factions. I’m open to plots and ideas.

Clothes/armour:- Leather cap with magnifying lenses held on to it with a selection of small brass poles and hinges, allowing for magnified viewing of objects without having to hold a magnifying glass up.
(Hat) (Very Weak Protection) (Allows for better viewing of close objects, small bonus when working with detail up close)

- A pair of Short sleeved dirty white shirt, many small nicks and tears in it. And an extra set of arm holes sown on.
(Top) (Almost No Protection) (No Bonuses)

- Leather Belts wrapped in a bandoleer fashion holding small pockets of various materials holding tools, screws, nuts and bolts, and other small objects found or scavenged that are useful for repairing mechanical devises.
(Accessory) (Almost No Protection) (Small Bonus to repairing mechanical objects)

- Long pants made from tough canvas with padded leather over the knees.
(Pants) (Some Protection) (No Bonuses)

Weapons: - Crowbar, this old crowbar was found by a trader with a small etching on it saying that it was the property of "Lack Mesa", although the color has faded a lot since it was last painted you can still see a few flakes of dull orange on it.
(Melee) (Clubbing Damage) (No Bonuses)

- Long Knife, this is an old kitchen knife that was found with half the blade snapped off, James managed to get the blade repaired when a smith came into the Mall with one of the trading convoys.
(Melee) (Cutting Damage) (No Bonuses)

- Hunting Rifle, this was almost made from scratch with scrap and salvaged materials. After finding an old gun busted beyond repair James built his own gun from what he could make of what was left of the gun he found, it took much trial and error but he eventually made a fairly accurate rifle.
(Ranged) (Piercing Damage) (No Bonuses)

Abilities: - Repair (Mechanical) : James is skilled with his hands and has learned about mechanical devices from experience, various scraps of books found in salvage and from people in the trade convoys. He can fix most simple and some complected mechanical objects.

- Slight Telekinesis (Magical / Racial) : Skindlings have the innate ability to lift about 1 kg off the ground with their minds, however this has a very limited range of around two arms lengths or 12' in radius from the Skindling.

Improviser (Natural) : James has lived most of his life needing to improvise when situations call for it, and unluckily or maybe luckily almost all situations call for improvisation in this day and age. So James has gotten apt at being able to do things without the correct tools, or to fix things without the correct parts.

Physically Weak (Natural / Racial) : Skindlings are tall and lanky and have little muscle on their body, the muscle they do have is much stronger than normal muscle but not by enough to make it easy for a Skindling to lift a load heavier than 20 kg.

Physically Agile (Natural / Racial) : Skindlings are thin and supple and can bend easily and turn on a dime, they can pull off many maneuvers that a normal human could not purely because they can adjust their position fast.

Personality: James is a loner, he tends to be alone and requires almost total silence when he works, he has few friends and no close friends due to this habit of his. He talks to himself and will often think aloud in situations where the thought is inappropriate. He isn't particularly brave, and is secretly fairly afraid of heights. Even though James may look on the gloomy side of things he is a natural optimist and always believes that it will work out in the end.

Short Bio/history: James can't remember his mother, she died giving birth to him. But his memories of his father, Andrew Wright are recalled fondly by James in moments of quiet reflection. His father took care of him and taught him how to use tools at an early age, James took a great liking to mending broken items and by age 12 he had learned enough that he could build a power generator from scrap, and link it up with salvaged lights or another piece of technology that required power. At age 13 James was left to fend for himself as a heavy, iron, support beam fell and crushed his father who, with the lack of good medical facilities died within minutes of the accident. Since that James has spent most of his time fixing up broken tech and trading the newly repaired tech for provisions and other items he couldn't make or salvage on his own. James has spent a good deal of time looking for scrap and salvage in the ruins of the city armed with his rifle, knife and crowbar and has occasionally had to shoot at a stray animal or person that was getting too close to him. James has never killed a person, although animals are a different matter as James is rather fond of the taste of meat cooked on a split over an open fire.

Physical appearance:Standing at 5’8’ foot tall, broad Anthromorph wolf-like form that, due to his near lack of fat, might seem a little undernourished or gaunt, which is remedied by the thinner but sufficiently strong muscles. A swirling mix of dark greenish fur patterns adorns his tough and muscled body, dark chiten-like material effectively bursting from his spine, from the back of his neck all the way the sharp tip of his half mammal, half segmented tail, signs of now eye-less sockets showing upon where it fuses to his neck. Four lean fingers on each seemingly long hand. His form is topped by a near wolf-like head, with four ears above eyes that are un-naturally bright blue, irises are cat-like yet murky and distorted, and two horns jutting out of the back of his head, one horn chipped half-way. Some short tufts of silverish fur that form dreadlocks that droop down to his neck loosely, covering the second creature's faceless 'head'.

Sieg appears to have a insectoid, neck to tail-tip creature upon him, it’s actually a type of adhesive parasite the size of a man's spine and larger. The creature fused into his own body some time in the past. Another pair of arms that start from the creature’s ‘shoulders’, wrap around his sides, under his arms and 'lock' together over his chest. The arms are similar to stringy insectoid limbs, the ‘hands’ are similar to four short rib-cage like, fingers sprouting from inside the crescent-shaped ‘pincers'.

Clothes/armour:- Upper body is partially covered by wrappings and bandages over patches, with by a black string/netting shirt with patches of Kevlar and comfortable material woven into a subtle and patchwork pattern. Metal pads can be strapped to his shoulders and arms and around his chest, protecting him from some brute force melee and a little from gunshots. Pouches are strapped around his right shoulder and right waistline.

His lower body is sheathed with a slightly damaged and dusty pair of blackish combats, with some footwear akin to sandals but altered to fit his wolf-like, double-hoofed feet. Metal plates can be strapped to his thighs and shins to add a little protection to lower limbs.

Weapons:- Battered Winchester rifle with iron-sights, a 'silencer' can be added to the barrel. Limited ammo stored in some pouches strapped to his waist.
- A re-enforced wooden spear with metal plating covering some of the shaft and a particularly sharp, slender leaf-like blade at the end.
- Small slender daggers, hidden in a leather sheath strapped onto his left thigh.

Abilities:- Additional set of arms, but awkward to use without concentration.
- Liver and appendix evolved to produce and recycle alternative blood cells, attracting radiation particles that are quickly passed into perspiration, saliva and waste materials, and sends a distinct gut feelings whenever radiation sources are near, giving him advanced warning of such hazards. Contact with such 'outlets' by others are less than pleasent.
- He is more affected by all magicka, radiation, silver and poisons but for shorter lengths of time.
- Has a spread of abilities (basic) but not a master of any of them, although rather good at ranged and melee combat as well as a profound affinity for navigational and survival skills.
-His parasitic 'companion' has acutely sharp senses, allowing him to 'feel' the presence of pronounced magic, radiation and 'hot-spots' (Anomolies, if you prefer).

Personality:Sieg is a quiet presence but an intense one made by one of whom has seen quite a lot of horrible things. He’s also done a lot of horrible things (to mainly horrible people) and wishes to at least try to put history behind himself. However he’s not quite noticed that being intoxicated usually brings to light a darker, spiteful, vengeful and wounded personality that he had bottled up all his life. He does not angst, worry or brings down the general mood, keeping himself to himself and generally giving the impression of a somewhat decent person, for however much it counts.

As he technically 'shares' his persona, at any times the Deranger creature fused to him can add, remove, suppress or enhance choice emotions or impulses. As the fusion has lasted for years, he has more than equal footing in such a... interesting relationship, using the creature's abilities to favour him.

Short Bio/history:Outwardly, Sieg retains his history, wishing not to be exposed as a no-good cretin he used to be. Rather he simply recounts true experiences but as a ‘traveller’, with phrases and names changed. In the past, a grevious wound allowed him to be a candidate to a Deranger symbiote, a useful parasite that fuses with a humanoid form. Effectively given another chance in life from the willing puppeteering ability of the Deranger, he awkwardly made his way to relative safty in a former camp, ingesting food supplies and healing suffieciently to take back control of his body from the Deranger, of whom he had come to affectionatly name 'Jadket'.

His arrival at the shopping mall is merely coencidence - he had wandered, licking his wounds and happened upon a small camp, directed and led to the place in question. His skills as a navigator, hunter and scavenger was useful, but by no means masterful.

Weapons: - Iron Fans, these traditional weapons where found in a cache of an old organisation called ‘’Akuza’’ amongst other things, when the Queen of Blades swept through the area.
(Melee) (Cutting & Blunt Force(when folded up)Damage) (No Bonuses)

- Throwing Knives, manufactured in large numbers by the Queen of Blades organisation , each member was learnt how to repair damage or replace them, often making them out of the weirdest objects imaginable.
(Ranged) (Piercing Damage) (No Bonuses)

Abilities: - Heightened Sense(Magical/Racial) : Most Hybrids are born with a third eye located near the base of their neck, giving them almost 360 degrees vision, they can use magic to aid their vision but this leaves their magical banks depleted until they have had time to sleep again.

- Magical Prowess (Magical / Racial) : Hybrids have the magical abilities of the Shorans, which protect their nests with a combination of telekinesis and magic, their magical abilities are further enhanced by years of training and years of selective breeding. Though she only learnt defensive magic, and has a bit of prowess at vector manipulation(telekinesis) though her range is pretty far, she’s not trained in using it so will have trouble manipulating more than 2 objects at a time and also for no longer than 10 seconds.

-Battlefield Improviser (Learnt) : Sakura has learnt to improvise weaponry or repairs from years of training battles and being trained in scanning a area for usable materials. this does not mean that she can repair broken machinery or make something out of nothing, just that she’s good at improvising weaponry and repairs in combat specific situations.

-Physically Strong (Natural / Racial) : Although Hybrids are unusually small for humanoids they tend to compensate with strong muscular bonds, which tends not to be visible on the outside, making them stronger than most of their subordinates. Can’t run for long distances though.

Personality: Sakura is used to operate alone or in groups, having been trained to do so from her 12th birthday, Sakura has a very cheerful personality, She’s not afraid of getting dirty or killing people to get what she needs. She likes a bit of a rustle from now and then and can get pretty pissed of if anyone dares to ask about her past.

Short Bio/history: Sakura is one of the many hybrids in The Queen of Blades organisation and is of the 35 th generation of breeding, she never knew her mother as she, being a fellow hybrid, was killed in a stealth recon only days after her birth, thus according to plan the Blades trained her as every generation before her, which meant a strictly combat orientated training, though she was given lots of free time before her 12th birthday, after which she spent time doing missions and training almost 24/7 , so her social capabilities would still develop, and not make her a unstable wreck like most hybrids before her. Her trainers noted that she preferred melee weaponry and close range combat over long range battles, and that her magical capabilities where beyond that of any previous generation, but only in defensive magic, she lacked prowess in any attacking magic except for vector manipulation, which she could apply to any object between 5 and 30 meters from her. She unnoticeably had gone from a minor hybrid to a high ranked hybrid in the Queen Of Blades organisation(at least to herself) and thus got more high risk missions to take, during one of these missions she encountered a unusually large nest of Shorans and couldn’t seem to leave, it was at this time that one of the elder birds showed her the truth about who she was and what the organisation was doing through a image projection by the elder Shoran, immediately after the projection ended she could move again and ran away back to her brethren, the image still fresh in her mind.
And Several weeks later during a solo mission to a nearby lake where she needed to drop of supplies she ran away, setting her eyes on the small settlement only a few clicks to the east.
Her former employers have probably sent out some scouts to go and find her, but as she’s trained in their own methods , it seems unlikely they will find her, anytime soon.

_________________Nothing is forever. It can't be. 'Cause everyone changes.Whether they want to or not, they need to change. Myself... Even you!

Last edited by AlphaDetisMegas on Thu Sep 17, 2009 12:50 am, edited 2 times in total.

Physical appearance: See species
Clothes/armour: Platemail as well as natural exoskeleton
Weapons: Mounted 76mm/L57 light multipurpose repeating artillery, as well as natural mandibles and sheer mass
Abilities: Able to carry 300x its own weight
Personality: Highly reserved and quiet, and dedicated to working for the greater good of his species
Short Bio/history: ̶̰͈͔̰͉̫̪̾͘T̢̛̰̺̂͑ͣ͌̽̓hͩ̋͆̆ͭ̚҉̢̗̤e̩̾̾ͧ̆̓ͫ͑͐͋̀ ̘̜̣͙̞̙̭̩͊͗͐ͥͦͧ̈͞e̴͍͔̫̫̥͔̻̓̅ͮ̈̉̇̾͂̕ṋ͚̜͉̞͓̺̜͛̋̊t̷̸̰̟̝̱͎̤̩̪ͣ͑̆̔ͪ̚͜i̢̻͉̰̞ͫ͗̅ͧ̈́ͅr̖̗̺͕͔̻̋̿̂͂͢ẹ̛͓̠̗̪̞͚̤̒͗ͨ͐̒̉ͪ̒̀ ̙̩͐͋͋r̩͙̬̣̣̽̀̓ͦ̒̂͗̚o͌͒ͣ͌̌ͤ̓̍҉̠͉̱̺o̵̙̦̒̈́ͧ́m̲͈̟̩̪̟͑̈ͬ͐̒̔̾̋̈́ ̵̷̝̋̌i̹̜̦̠̭̟̟̇ͦ̽̌ͯͥ̆̀̍s̢̻͉̘̰̬̗̺̆͑̃̌ ͒ͩͬ̆͝҉̠̫̮͈̘̭̖f͇͙̮̲̝̳̫̤͋ͯ̐ͥͬ̀i̙̜̬͍̾ͣ̾̿̄̕̕l̸͍̳̱͇̫̉̍ͥͫͪ̋l̴̳̮̦̜͍̦̼̰̦ͧ͆͒͂ͣ͑̋̚ẻ̠̥̯̦ͨ͞d̖ͥ̀ͤ̇̏͒͐͞ ͭ̂͊ͯ̍͏̴̻̳̳̞̠ẉ̘̂͛̏ͨ͠ͅi͓̥͚̐̄̌̕͢͡t̵̞͆ͫ͐ͣ̋ͨͮ͞h̵̨̻̜̦̏ͫͤ͛̃͒̋͞ ̲̙̝̻͓̯̰ͥZ̧̘̰͇̲̬͈̤̖̄̅ͣͫ̿́͋a̹͎ͭͯ͋͂̅͂̀l̺͇̠̹̜̫̮ͧ̂g͆̑́̎͐͋̎҉̡̠ö̦̹͇́̅͋͟͢.̛̫̣̂ͮ̒̓͜

_________________

DPUO wrote:

<+AirHippo> Funnily enough, folks who abide by the law and try to make something of their lives don't appreciate the rich kids of rich parents getting away with murder and skimming through life.

That's where Ara's character becomes more interesting than ordinary characters. Just like actors and writers, roleplayers have to have to ask themselves "how would this sort of character act, talk and think?".

_________________Fly me to the moon, so I can play among the stars~
Let me see what spring is like on Jupiter and Mars~

Ah, Brother Chiiro speaks the truth. For example, such a character necessitates unique compromises in communication when introduced to a party comprised primarily of anthromorphic, presumably monolingual characters. What exactly is he trying to say with those rhythmic, innocent clicks of his mandibles? Does he want food, or is he conveying an offer of friendship? The party must eke out informal agreements in order to best utilize Antonov's most useful abilities.

Additionally, conflicts of interest arise when he must choose between the greater good of humanity and the needs of his own queendom and species. He has quite an interesting persona indeed. I would go as far as to call him a groundbreaking, almost revolutionary character.

An insectoid would be a cool Rp character. Having them need to learn a language and also work on the acceptance of the other humanoid players. And having the vilification at every inhabited place would be rather interesting to play with too.

Im just going to say this doesn't seem like there will be much combat in this, try lowering your characters abilities and skills, make the character a good average person. Maybe better in one area, like mines a mechanic, but outside your main area you should be crap. It leads to more team work required and specialization within the party.
Im thinking also that an ex-assassin would be a dead one, and that even if they wern't how in farks name would they be able to work with a group of civilians, and more probably dumb ones.

I would hope that players scale down their character to be only little better than the player is in RL then we can have some really deep RP going on. And if your character is based loosely on yourself it makes it easier to RP. And it means your less likely to go against your character and make decisions that spoil the RP's consistency.

Tattoos in this realm would be rather common, my character doesn't have any because hes always lived in a civilized law abiding area, but he has many scars from cuts and burns. Ima have to go and edit him up after I finish this.
Try adding the material to clothing, also a trench coat is next to no defense, a studded or plated coat would offer normal protection, but it would be hard to move in. Basically the harder it is to move in the better the armor is.
Weapons should be kept to salvage if possible, this is mostly what I think because this will likely turn out to have VERY little combat in it, most fights will be fist fights in bars caused by the drunkards.
Try giving your characters personality glitches, things that really hinder them in life, like a short fuse, or excessively violent, or forgetful, or a loner, or a drug addict. It will add more depth to your character, I'm thinking that if your character could be found in this world, minus the racial and basic magical side of things, then its well balanced and ready to RP with.
Third eyes are not magical, however the power to enhance the vision is a separate skill and is magical.

Unless your character has spent most of their life fixing things then mechanics should be well away from you, just as you couldn't mix up a good batch of CH3CFHCH3 in real life unless your a scientist so your character shouldn't be able to unless he is one.
Things like this mean we have to have a varied group, and that will seem more realistic, even in magical worlds there is realism, just not all of it is realistic by Earths standards.

Just looking through these characters as I go, an assassin is unlikely to be cheerful, after killing many people they would end up cold and hard, and really distant.
Also remember to use your tenses correctly in the bios and things, it will make it easier to read. In Character chat though not one person should speak English perfectly, at least have a few things they say that aren't proper English, like using "Ain't" or double negatives to mean no, such as "Ain't no Trouble round here eh."

Most names should be derived from current real world names, some can be completely random, and a few people who come from small villages should have only first names, because no-one remembers what that family's last name was because it hasn't been used in hundreds of years.

All characters should have at least one critical weakness that can really be their undoing. Such as a violent alcoholic, or a drug abuser. Maybe a broken limb that wasn't set correctly and so they have little strength in that arm.

I personally don't like shape changers they can be a bit hard to make fit in, but that can be good and add alot of drama for us. Also if we can get people to remember that chitin grows as an exoskeleton, so only creatures with Exoskeletons should have them, insects also shouldn't be large unless they have got lungs.

Guns are minimal is something I think is necessary.

Last thought, try and keep characters abilities useful, but subdued, this is an apocalyptic land we are going to and the characters should only just be able to survive, and almost certainly not on their own.

Also "MEDIC PLZ".
That is all.

Now DragonTear, do you agree with me, do you not, please post with extra stuff and subtractions you want from this, as this is your game.

Also can we get a few Q&A going about the setting.

- Where in the world is this place set?
- Is the world map 1950's earth as base template?
- Are we going to allow futuristic crap? or ban everything newer than 1950's?
- Can we get a small map of the mall drawn up?
- Can we get a small sketch map of the city the mall is in drawn up?

Oh last last note, please make sure your bio has how and why your at the mall.

@Alpha; Your character is pretty good, I was waiting for somebody to introduce or mention a faction of some sorts, the only nick-nack I'm picking on is how you mention, unless I'm mistaken, that her mother died days after birth in a mission. I assumed giving birth would significantly weaken a new mother at least for a few days, I'm not entirely sure. Accepted nether the less.

@Aralonia: Un-expected, which is not a bad thing, given the whole potential scope of this, but rather short to non-existant history. I'm unsure about his capabilities, considering what I said about the military hardware, but I'd want a creature like that to be in the story so long as he wouldn't cause too much of a ruckus.

@Eri:Anybody trained to communicate and work with, effectively, a giant ant with a cannon fixed upon it, would serve the same role as anybody weilding a spear or a bow upon a horse; carer, trainer and operator. If that made sence, and no offence intended. That aside, 'tis un-expected but I wouldn't say it's groundbreaking or revolutionairy. Any creature with a species that hangs onto it's own will face the same dillemma.

@Silverware: On the contray, I agree with many of your points, but this will include situations involving other factions, be they rival groups, bandits, packs of creatures or the environment itself. I'm inclined to say that not everyone has a short-fused or great flaw of some sort, maybe several little things, either way.

I agree that killing people might not make for a cheerful character, but not everyone would turn out the same, especially if the mind doesn't click the same way like sombody else would. Aka the Joker, seems like a happy person, despite what he does...

Though I think you're incorrect about some accent or names, their -not- humans, they would have flaws and strengths, mannerisms or what-not that humans wouldn't. About the abilities, I agree totally, and I was wondering when a medically skilled character would pop up.

At the moment, I can't seem to think of much else to say pertaining to your post, so I shall add such later. But as to your questions? I'm not entirely sure about country, I originally just wanted to have a 'We're in this area, a city, landscape in and around it, survive, yadda', face-value thing. But... Random area, Johannesburg... the 'camp' is located and played out between the city-centre and outskirts, and the surrounding area, obviously much altered in -this- alternate world. Just thought about it.

Base template... yup. And no futuristic fecal matter, as you say. Let's keep to that years tech, maybe a little stretch for rper's license at most. I don't feel up to making a full layout of the city nor mall without screwing it up. If anybody else does, I'd appreciate it, I imagine it to being a relatively small-ish one, about 20 rooms in total, foyer and hallways, yadda. Something a bit like this, both floors are the same. Smaller size and less rooms.

I appreciated the vouching, assistance and questions Silverware. I hadn't thought much more out than just a face-value situation initially.

I have an incredibly extensive (21 handguns not counting machine pistols or revolvers, just for starters) and as far as I know pretty accurate list of small arms and general firearms spanning WW1, WW2 and the late 50s at my disposal, if anyone wants to go for accuracy when it comes to selecting firearms. These are almost all military weapons however, nothing civilian like hunting rifles.

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